Absol-utely

πŸ“Š ALL NEW SYNC GRID VER.2.4.0 πŸ“Š

Dec 20th, 2020
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  1. πŸ“Š ALL NEW SYNC GRID VER.2.4.0 πŸ“Š
  2.  
  3. ==================================
  4. 🀝 PHOEBE & DUSCLOP/DUSKNOIR
  5.  
  6. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  7. HP 10
  8. HP 10
  9. Color Grid: Blue πŸ”΅
  10.  
  11. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  12. Attack 5
  13. Attack 5
  14. Color Grid: Blue πŸ”΅
  15.  
  16. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  17. Defense 5
  18. Defense 5
  19. Color Grid: Blue πŸ”΅
  20.  
  21. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  22. Attack 5
  23. Attack 5
  24. Color Grid: Blue πŸ”΅
  25.  
  26. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  27. Sp. Def 5
  28. Sp. Def 5
  29. Color Grid: Blue πŸ”΅
  30.  
  31. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  32. Speed 5
  33. Speed 5
  34. Color Grid: Blue πŸ”΅
  35.  
  36. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  37. Speed 5
  38. Speed 5
  39. Color Grid: Blue πŸ”΅
  40. 1 or more adjacent tiles must be activated
  41.  
  42. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  43. Attack 5
  44. Attack 5
  45. Color Grid: Blue πŸ”΅
  46. 1 or more adjacent tiles must be activated
  47.  
  48. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  49. Sp. Def 5
  50. Sp. Def 5
  51. Color Grid: Blue πŸ”΅
  52. 1 or more adjacent tiles must be activated
  53.  
  54. πŸ’  Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  55. Shadow Punch: Power 4
  56. Shadow Punch: Power ↑ 4
  57. Color Grid: Green 🟒
  58. 1 or more adjacent tiles must be activated
  59.  
  60. πŸ’  Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  61. Shadow Punch: Move Gauge Refresh 3
  62. Move: Shadow Punch Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  63. Color Grid: Red πŸ”΄
  64. 1 or more adjacent tiles must be activated
  65.  
  66. πŸ’  Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
  67. Shadow Punch: Power 4
  68. Shadow Punch: Power ↑ 4
  69. Color Grid: Green 🟒
  70. 1 or more adjacent tiles must be activated
  71. Move level must be 2 or higher
  72.  
  73. πŸ’  Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  74. Shadow Punch: Power 4
  75. Shadow Punch: Power ↑ 4
  76. Color Grid: Green 🟒
  77. 1 or more adjacent tiles must be activated
  78.  
  79. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  80. Shadow Punch: Move Gauge Refresh 3
  81. Move: Shadow Punch Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  82. Color Grid: Red πŸ”΄
  83. 1 or more adjacent tiles must be activated
  84. Move level must be 2 or higher
  85.  
  86. πŸ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  87. HP 30
  88. HP 30
  89. Color Grid: Blue πŸ”΅
  90. 1 or more adjacent tiles must be activated
  91. Move level must be 3 or higher
  92.  
  93. πŸ’  Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
  94. Shadow Punch: Power 4
  95. Shadow Punch: Power ↑ 4
  96. Color Grid: Green 🟒
  97. 1 or more adjacent tiles must be activated
  98. Move level must be 2 or higher
  99.  
  100. πŸ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  101. Shadow Punch: Critical Fortification 6
  102. Move: Shadow Punch Has a great chance of raising the user’s Defense when the user lands a critical hit.
  103. Color Grid: Red πŸ”΄
  104. 1 or more adjacent tiles must be activated
  105. Move level must be 3 or higher
  106.  
  107. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  108. Speed 5
  109. Speed 5
  110. Color Grid: Blue πŸ”΅
  111. 1 or more adjacent tiles must be activated
  112.  
  113. πŸ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  114. Defense 5
  115. Defense 5
  116. Color Grid: Blue πŸ”΅
  117. 1 or more adjacent tiles must be activated
  118.  
  119. πŸ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  120. Attack 5
  121. Attack 5
  122. Color Grid: Blue πŸ”΅
  123. 1 or more adjacent tiles must be activated
  124.  
  125. πŸ’  Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  126. Dire Hit All +: MP Refresh 2
  127. Move: Dire Hit All + Has a moderate chance of restoring one MP of the move used if the move is successful.
  128. Color Grid: Red πŸ”΄
  129. 1 or more adjacent tiles must be activated
  130.  
  131. πŸ’  Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
  132. Unbreakable Bonds!: Inspire Ire
  133. Move: Unbreakable Bonds! Makes opponents target the user for a short time when a move is successful.
  134. Color Grid: Red πŸ”΄
  135. 1 or more adjacent tiles must be activated
  136. Move level must be 2 or higher
  137.  
  138. πŸ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  139. Double-Edge: Power 3
  140. Double-Edge: Power ↑ 3
  141. Color Grid: Green 🟒
  142. 1 or more adjacent tiles must be activated
  143. Move level must be 2 or higher
  144.  
  145. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  146. Speed 10
  147. Speed 10
  148. Color Grid: Blue πŸ”΅
  149. 1 or more adjacent tiles must be activated
  150. Move level must be 2 or higher
  151.  
  152. πŸ’  Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
  153. Team Toughen Up 4
  154. Has a good chance of raising the Defense of all allied sync pairs when the user is hit by an attack move.
  155. Color Grid: Yellow 🟑
  156. 1 or more adjacent tiles must be activated
  157. Move level must be 3 or higher
  158.  
  159. πŸ’  Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  160. On the Ropes 3
  161. Reduces damage when the PokΓ©mon is in a pinch and is hit by a physical attack move.
  162. Color Grid: Yellow 🟑
  163. 1 or more adjacent tiles must be activated
  164. Move level must be 3 or higher
  165.  
  166. πŸ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  167. Attack 5
  168. Attack 5
  169. Color Grid: Blue πŸ”΅
  170. 1 or more adjacent tiles must be activated
  171.  
  172. πŸ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  173. Defense 5
  174. Defense 5
  175. Color Grid: Blue πŸ”΅
  176. 1 or more adjacent tiles must be activated
  177.  
  178. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  179. Sp. Def 5
  180. Sp. Def 5
  181. Color Grid: Blue πŸ”΅
  182. 1 or more adjacent tiles must be activated
  183.  
  184. πŸ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  185. Double-Edge: Power 3
  186. Double-Edge: Power ↑ 3
  187. Color Grid: Green 🟒
  188. 1 or more adjacent tiles must be activated
  189.  
  190. πŸ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  191. Double-Edge: Move Gauge Refresh 3
  192. Move: Double-Edge Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  193. Color Grid: Red πŸ”΄
  194. 1 or more adjacent tiles must be activated
  195.  
  196. πŸ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  197. Double-Edge: Power 3
  198. Double-Edge: Power ↑ 3
  199. Color Grid: Green 🟒
  200. 1 or more adjacent tiles must be activated
  201. Move level must be 2 or higher
  202.  
  203. πŸ’  Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
  204. Double-Edge: Power 3
  205. Double-Edge: Power ↑ 3
  206. Color Grid: Green 🟒
  207. 1 or more adjacent tiles must be activated
  208.  
  209. πŸ’  Cell 34 | Cost: 5 Energy, 60 Sync Orb(s)
  210. Standfast 3
  211. Reduces recoil damage received from using moves that have recoil in the effect tag.
  212. Color Grid: Yellow 🟑
  213. 1 or more adjacent tiles must be activated
  214. Move level must be 2 or higher
  215.  
  216. πŸ’  Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  217. Power Reserves 3
  218. Powers up moves in a pinch.
  219. Color Grid: Yellow 🟑
  220. 1 or more adjacent tiles must be activated
  221. Move level must be 3 or higher
  222.  
  223. πŸ’  Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
  224. Speed 20
  225. Speed 20
  226. Color Grid: Blue πŸ”΅
  227. 1 or more adjacent tiles must be activated
  228. Move level must be 2 or higher
  229.  
  230. πŸ’  Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  231. Standfast 3
  232. Reduces recoil damage received from using moves that have recoil in the effect tag.
  233. Color Grid: Yellow 🟑
  234. 1 or more adjacent tiles must be activated
  235. Move level must be 3 or higher
  236.  
  237. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  238. HP 10
  239. HP 10
  240. Color Grid: Blue πŸ”΅
  241. 1 or more adjacent tiles must be activated
  242.  
  243. πŸ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  244. Defense 5
  245. Defense 5
  246. Color Grid: Blue πŸ”΅
  247. 1 or more adjacent tiles must be activated
  248.  
  249. πŸ’  Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
  250. Shadow Punch: Power 4
  251. Shadow Punch: Power ↑ 4
  252. Color Grid: Green 🟒
  253. 1 or more adjacent tiles must be activated
  254.  
  255. πŸ’  Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  256. Unbreakable Bonds!: MP Refresh 2
  257. Move: Unbreakable Bonds! Has a moderate chance of restoring one MP of the move used if the move is successful.
  258. Color Grid: Red πŸ”΄
  259. 1 or more adjacent tiles must be activated
  260.  
  261. πŸ’  Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  262. Natural Remedy
  263. Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
  264. Color Grid: Yellow 🟑
  265. 1 or more adjacent tiles must be activated
  266. Move level must be 2 or higher
  267.  
  268. πŸ’  Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
  269. Defense 10
  270. Defense 10
  271. Color Grid: Blue πŸ”΅
  272. 1 or more adjacent tiles must be activated
  273. Move level must be 2 or higher
  274.  
  275. πŸ’  Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
  276. Shadow Punch: Power 4
  277. Shadow Punch: Power ↑ 4
  278. Color Grid: Green 🟒
  279. 1 or more adjacent tiles must be activated
  280. Move level must be 2 or higher
  281.  
  282. πŸ’  Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  283. Sp. Def 20
  284. Sp. Def 20
  285. Color Grid: Blue πŸ”΅
  286. 1 or more adjacent tiles must be activated
  287. Move level must be 3 or higher
  288.  
  289. πŸ’  Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
  290. Sync Emergency 5
  291. Powers up sync moves in a pinch.
  292. Color Grid: Yellow 🟑
  293. 1 or more adjacent tiles must be activated
  294. Move level must be 3 or higher
  295.  
  296. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  297. Lonely Flower Shadow Punch: Power 25
  298. Lonely Flower Shadow Punch: Power ↑ 25
  299. Color Grid: Purple 🟣
  300. 1 or more adjacent tiles must be activated
  301. Move level must be 3 or higher
  302.  
  303. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  304. Lonely Flower Shadow Punch: Power 25
  305. Lonely Flower Shadow Punch: Power ↑ 25
  306. Color Grid: Purple 🟣
  307. 1 or more adjacent tiles must be activated
  308. Move level must be 3 or higher
  309.  
  310.  
  311.  
  312. ==================================
  313. 🀝 N & ZEKROM
  314.  
  315. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  316. HP 10
  317. HP 10
  318. Color Grid: Blue πŸ”΅
  319.  
  320. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  321. Attack 5
  322. Attack 5
  323. Color Grid: Blue πŸ”΅
  324.  
  325. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  326. Defense 5
  327. Defense 5
  328. Color Grid: Blue πŸ”΅
  329.  
  330. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  331. Attack 5
  332. Attack 5
  333. Color Grid: Blue πŸ”΅
  334.  
  335. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  336. Sp. Def 5
  337. Sp. Def 5
  338. Color Grid: Blue πŸ”΅
  339.  
  340. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  341. Speed 5
  342. Speed 5
  343. Color Grid: Blue πŸ”΅
  344.  
  345. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  346. Speed 5
  347. Speed 5
  348. Color Grid: Blue πŸ”΅
  349. 1 or more adjacent tiles must be activated
  350.  
  351. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  352. Defense 5
  353. Defense 5
  354. Color Grid: Blue πŸ”΅
  355. 1 or more adjacent tiles must be activated
  356.  
  357. πŸ’  Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  358. Bolt Strike: Power 1
  359. Bolt Strike: Power ↑ 1
  360. Color Grid: Green 🟒
  361. 1 or more adjacent tiles must be activated
  362.  
  363. πŸ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  364. HP 10
  365. HP 10
  366. Color Grid: Blue πŸ”΅
  367. 1 or more adjacent tiles must be activated
  368.  
  369. πŸ’  Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  370. Speed 5
  371. Speed 5
  372. Color Grid: Blue πŸ”΅
  373. 1 or more adjacent tiles must be activated
  374.  
  375. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  376. Bolt Strike: Power 1
  377. Bolt Strike: Power ↑ 1
  378. Color Grid: Green 🟒
  379. 1 or more adjacent tiles must be activated
  380.  
  381. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  382. Bolt Strike: Accuracy 5
  383. Bolt Strike: Accuracy ↑ 5
  384. Color Grid: Green 🟒
  385. 1 or more adjacent tiles must be activated
  386. Move level must be 2 or higher
  387.  
  388. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  389. Bolt Strike: Move Gauge Refresh 2
  390. Move: Bolt Strike Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  391. Color Grid: Red πŸ”΄
  392. 1 or more adjacent tiles must be activated
  393. Move level must be 2 or higher
  394.  
  395. πŸ’  Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  396. Bolt Strike: Hostile Environment 1
  397. Move: Bolt Strike Raises the chance of inflicting status conditions with the additional effects of moves.
  398. Color Grid: Red πŸ”΄
  399. 1 or more adjacent tiles must be activated
  400. Move level must be 2 or higher
  401.  
  402. πŸ’  Cell 16 | Cost: 5 Energy, 60 Sync Orb(s)
  403. Bolt Strike: Power 2
  404. Bolt Strike: Power ↑ 2
  405. Color Grid: Green 🟒
  406. 1 or more adjacent tiles must be activated
  407. Move level must be 3 or higher
  408.  
  409. πŸ’  Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  410. Bolt Strike: Move Gauge Refresh 3
  411. Move: Bolt Strike Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  412. Color Grid: Red πŸ”΄
  413. 1 or more adjacent tiles must be activated
  414. Move level must be 3 or higher
  415.  
  416. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  417. Speed 5
  418. Speed 5
  419. Color Grid: Blue πŸ”΅
  420. 1 or more adjacent tiles must be activated
  421.  
  422. πŸ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  423. Attack 5
  424. Attack 5
  425. Color Grid: Blue πŸ”΅
  426. 1 or more adjacent tiles must be activated
  427.  
  428. πŸ’  Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  429. Outrage: Power 2
  430. Outrage: Power ↑ 2
  431. Color Grid: Green 🟒
  432. 1 or more adjacent tiles must be activated
  433.  
  434. πŸ’  Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  435. Sp. Def 5
  436. Sp. Def 5
  437. Color Grid: Blue πŸ”΅
  438. 1 or more adjacent tiles must be activated
  439.  
  440. πŸ’  Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  441. Outrage: Move Gauge Refresh 3
  442. Move: Outrage Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  443. Color Grid: Red πŸ”΄
  444. 1 or more adjacent tiles must be activated
  445.  
  446. πŸ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  447. Outrage: Power 2
  448. Outrage: Power ↑ 2
  449. Color Grid: Green 🟒
  450. 1 or more adjacent tiles must be activated
  451.  
  452. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  453. Outrage: Power 2
  454. Outrage: Power ↑ 2
  455. Color Grid: Green 🟒
  456. 1 or more adjacent tiles must be activated
  457. Move level must be 2 or higher
  458.  
  459. πŸ’  Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  460. Outrage: Power 2
  461. Outrage: Power ↑ 2
  462. Color Grid: Green 🟒
  463. 1 or more adjacent tiles must be activated
  464. Move level must be 2 or higher
  465.  
  466. πŸ’  Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
  467. Outrage: Paralysis Synergy 3
  468. Move: Outrage Powers up moves when the target is paralyzed.
  469. Color Grid: Red πŸ”΄
  470. 1 or more adjacent tiles must be activated
  471. Move level must be 2 or higher
  472.  
  473. πŸ’  Cell 27 | Cost: 8 Energy, 96 Sync Orb(s)
  474. Clearheaded
  475. Prevents the PokΓ©mon from becoming confused.
  476. Color Grid: Yellow 🟑
  477. 1 or more adjacent tiles must be activated
  478. Move level must be 3 or higher
  479.  
  480. πŸ’  Cell 28 | Cost: 7 Energy, 84 Sync Orb(s)
  481. HP 30
  482. HP 30
  483. Color Grid: Blue πŸ”΅
  484. 1 or more adjacent tiles must be activated
  485. Move level must be 3 or higher
  486.  
  487. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  488. Speed 5
  489. Speed 5
  490. Color Grid: Blue πŸ”΅
  491. 1 or more adjacent tiles must be activated
  492.  
  493. πŸ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  494. Lithe
  495. Prevents the PokΓ©mon from getting paralyzed.
  496. Color Grid: Yellow 🟑
  497. 1 or more adjacent tiles must be activated
  498.  
  499. πŸ’  Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
  500. Defense 5
  501. Defense 5
  502. Color Grid: Blue πŸ”΅
  503. 1 or more adjacent tiles must be activated
  504.  
  505. πŸ’  Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  506. Attack 5
  507. Attack 5
  508. Color Grid: Blue πŸ”΅
  509. 1 or more adjacent tiles must be activated
  510.  
  511. πŸ’  Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  512. Ideals Will Prevail!: MP Refresh 2
  513. Move: Ideals Will Prevail! Has a moderate chance of restoring one MP of the move used if the move is successful.
  514. Color Grid: Red πŸ”΄
  515. 1 or more adjacent tiles must be activated
  516. Move level must be 2 or higher
  517.  
  518. πŸ’  Cell 34 | Cost: 5 Energy, 60 Sync Orb(s)
  519. Bridging Bolt Strike: Power 25
  520. Bridging Bolt Strike: Power ↑ 25
  521. Color Grid: Green 🟒
  522. 1 or more adjacent tiles must be activated
  523. Move level must be 2 or higher
  524.  
  525. πŸ’  Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  526. Outrage: Power 2
  527. Outrage: Power ↑ 2
  528. Color Grid: Green 🟒
  529. 1 or more adjacent tiles must be activated
  530. Move level must be 2 or higher
  531.  
  532. πŸ’  Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  533. Adrenaline 1
  534. Reduces the sync move countdown by one when a sync move is used for the first time.
  535. Color Grid: Yellow 🟑
  536. 1 or more adjacent tiles must be activated
  537. Move level must be 3 or higher
  538.  
  539. πŸ’  Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
  540. Bridging Bolt Strike: Power 25
  541. Bridging Bolt Strike: Power ↑ 25
  542. Color Grid: Green 🟒
  543. 1 or more adjacent tiles must be activated
  544. Move level must be 3 or higher
  545.  
  546. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  547. Sp. Def 5
  548. Sp. Def 5
  549. Color Grid: Blue πŸ”΅
  550. 1 or more adjacent tiles must be activated
  551.  
  552. πŸ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  553. Speed 5
  554. Speed 5
  555. Color Grid: Blue πŸ”΅
  556. 1 or more adjacent tiles must be activated
  557.  
  558. πŸ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  559. X Attack: MP Refresh 2
  560. Move: X Attack Has a moderate chance of restoring one MP of the move used if the move is successful.
  561. Color Grid: Red πŸ”΄
  562. 1 or more adjacent tiles must be activated
  563.  
  564. πŸ’  Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
  565. Sp. Def 5
  566. Sp. Def 5
  567. Color Grid: Blue πŸ”΅
  568. 1 or more adjacent tiles must be activated
  569.  
  570. πŸ’  Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  571. Outrage: Confusion Boon 3
  572. Move: Outrage Powers up moves when the user is confused.
  573. Color Grid: Red πŸ”΄
  574. 1 or more adjacent tiles must be activated
  575. Move level must be 2 or higher
  576.  
  577. πŸ’  Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
  578. Bridging Bolt Strike: Power 25
  579. Bridging Bolt Strike: Power ↑ 25
  580. Color Grid: Green 🟒
  581. 1 or more adjacent tiles must be activated
  582. Move level must be 2 or higher
  583.  
  584. πŸ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  585. Bolt Strike: Power 1
  586. Bolt Strike: Power ↑ 1
  587. Color Grid: Green 🟒
  588. 1 or more adjacent tiles must be activated
  589. Move level must be 2 or higher
  590.  
  591. πŸ’  Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
  592. Static Shock 3
  593. Powers up sync moves when the target is paralyzed.
  594. Color Grid: Yellow 🟑
  595. 1 or more adjacent tiles must be activated
  596. Move level must be 3 or higher
  597.  
  598. πŸ’  Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
  599. Bridging Bolt Strike: Power 25
  600. Bridging Bolt Strike: Power ↑ 25
  601. Color Grid: Green 🟒
  602. 1 or more adjacent tiles must be activated
  603. Move level must be 3 or higher
  604.  
  605. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  606. Bridging Bolt Strike: Power 25
  607. Bridging Bolt Strike: Power ↑ 25
  608. Color Grid: Purple 🟣
  609. 1 or more adjacent tiles must be activated
  610. Move level must be 3 or higher
  611.  
  612. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  613. Bridging Bolt Strike: Power 25
  614. Bridging Bolt Strike: Power ↑ 25
  615. Color Grid: Purple 🟣
  616. 1 or more adjacent tiles must be activated
  617. Move level must be 3 or higher
  618.  
  619.  
  620.  
  621. ==================================
  622. 🀝 LANCE (NEW YEAR'S 2021) & GYARADOS
  623.  
  624. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  625. HP 10
  626. HP 10
  627. Color Grid: Blue πŸ”΅
  628.  
  629. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  630. Attack 5
  631. Attack 5
  632. Color Grid: Blue πŸ”΅
  633.  
  634. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  635. Defense 5
  636. Defense 5
  637. Color Grid: Blue πŸ”΅
  638.  
  639. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  640. Sp. Atk 5
  641. Sp. Atk 5
  642. Color Grid: Blue πŸ”΅
  643.  
  644. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  645. Sp. Def 5
  646. Sp. Def 5
  647. Color Grid: Blue πŸ”΅
  648.  
  649. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  650. Speed 5
  651. Speed 5
  652. Color Grid: Blue πŸ”΅
  653.  
  654. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  655. Attack 5
  656. Attack 5
  657. Color Grid: Blue πŸ”΅
  658. 1 or more adjacent tiles must be activated
  659.  
  660. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  661. Speed 5
  662. Speed 5
  663. Color Grid: Blue πŸ”΅
  664. 1 or more adjacent tiles must be activated
  665.  
  666. πŸ’  Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
  667. Hyper Beam: Accuracy 5
  668. Hyper Beam: Accuracy ↑ 5
  669. Color Grid: Green 🟒
  670. 1 or more adjacent tiles must be activated
  671.  
  672. πŸ’  Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
  673. Defense 5
  674. Defense 5
  675. Color Grid: Blue πŸ”΅
  676. 1 or more adjacent tiles must be activated
  677.  
  678. πŸ’  Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  679. Sp. Def 5
  680. Sp. Def 5
  681. Color Grid: Blue πŸ”΅
  682. 1 or more adjacent tiles must be activated
  683.  
  684. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  685. Hyper Beam: Power 3
  686. Hyper Beam: Power ↑ 3
  687. Color Grid: Green 🟒
  688. 1 or more adjacent tiles must be activated
  689.  
  690. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  691. Hyper Beam: Accuracy 5
  692. Hyper Beam: Accuracy ↑ 5
  693. Color Grid: Green 🟒
  694. 1 or more adjacent tiles must be activated
  695. Move level must be 2 or higher
  696.  
  697. πŸ’  Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
  698. Hyper Beam: Move Gauge Refresh 2
  699. Move: Hyper Beam Has a moderate chance of charging the user’s move gauge by one when a move is successful.
  700. Color Grid: Red πŸ”΄
  701. 1 or more adjacent tiles must be activated
  702. Move level must be 2 or higher
  703.  
  704. πŸ’  Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  705. Shower Power 5
  706. Powers up sync moves when the weather is rainy.
  707. Color Grid: Yellow 🟑
  708. 1 or more adjacent tiles must be activated
  709. Move level must be 2 or higher
  710.  
  711. πŸ’  Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
  712. Hyper Beam: Power 3
  713. Hyper Beam: Power ↑ 3
  714. Color Grid: Green 🟒
  715. 1 or more adjacent tiles must be activated
  716. Move level must be 3 or higher
  717.  
  718. πŸ’  Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
  719. Hyper Beam: Move Gauge Refresh 3
  720. Move: Hyper Beam Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  721. Color Grid: Red πŸ”΄
  722. 1 or more adjacent tiles must be activated
  723. Move level must be 3 or higher
  724.  
  725. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  726. Sp. Atk 5
  727. Sp. Atk 5
  728. Color Grid: Blue πŸ”΅
  729. 1 or more adjacent tiles must be activated
  730.  
  731. πŸ’  Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
  732. Speed 5
  733. Speed 5
  734. Color Grid: Blue πŸ”΅
  735. 1 or more adjacent tiles must be activated
  736.  
  737. πŸ’  Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
  738. Bounce: Power 3
  739. Bounce: Power ↑ 3
  740. Color Grid: Green 🟒
  741. 1 or more adjacent tiles must be activated
  742.  
  743. πŸ’  Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
  744. Attack 5
  745. Attack 5
  746. Color Grid: Blue πŸ”΅
  747. 1 or more adjacent tiles must be activated
  748.  
  749. πŸ’  Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
  750. Bounce: MP Refresh 1
  751. Move: Bounce Has a small chance of restoring one MP of the move used if the move is successful.
  752. Color Grid: Red πŸ”΄
  753. 1 or more adjacent tiles must be activated
  754.  
  755. πŸ’  Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
  756. Bounce: Accuracy 5
  757. Bounce: Accuracy ↑ 5
  758. Color Grid: Green 🟒
  759. 1 or more adjacent tiles must be activated
  760.  
  761. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  762. Bounce: Accuracy 5
  763. Bounce: Accuracy ↑ 5
  764. Color Grid: Green 🟒
  765. 1 or more adjacent tiles must be activated
  766. Move level must be 2 or higher
  767.  
  768. πŸ’  Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
  769. Bounce: Power 3
  770. Bounce: Power ↑ 3
  771. Color Grid: Green 🟒
  772. 1 or more adjacent tiles must be activated
  773. Move level must be 2 or higher
  774.  
  775. πŸ’  Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
  776. Speed 10
  777. Speed 10
  778. Color Grid: Blue πŸ”΅
  779. 1 or more adjacent tiles must be activated
  780. Move level must be 2 or higher
  781.  
  782. πŸ’  Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
  783. Bounce: Dire Rain 2
  784. Move: Bounce Critical hits land more easily when an attack move is used while the weather is rainy.
  785. Color Grid: Red πŸ”΄
  786. 1 or more adjacent tiles must be activated
  787. Move level must be 3 or higher
  788.  
  789. πŸ’  Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
  790. Sync Quickening 1
  791. Refreshes the number of times the user can use its quick moves by one after using a sync move.
  792. Color Grid: Yellow 🟑
  793. 1 or more adjacent tiles must be activated
  794. Move level must be 3 or higher
  795.  
  796. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  797. Sp. Atk 5
  798. Sp. Atk 5
  799. Color Grid: Blue πŸ”΅
  800. 1 or more adjacent tiles must be activated
  801.  
  802. πŸ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  803. Bounce: Power 3
  804. Bounce: Power ↑ 3
  805. Color Grid: Green 🟒
  806. 1 or more adjacent tiles must be activated
  807.  
  808. πŸ’  Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
  809. Torrential Tenacity
  810. Prevents the PokΓ©mon from flinching, becoming confused, or becoming trapped when the weather is rainy.
  811. Color Grid: Yellow 🟑
  812. 1 or more adjacent tiles must be activated
  813.  
  814. πŸ’  Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
  815. HP 10
  816. HP 10
  817. Color Grid: Blue πŸ”΅
  818. 1 or more adjacent tiles must be activated
  819.  
  820. πŸ’  Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
  821. Racing Rain 3
  822. Quickly charges the move gauge when the weather is rainy.
  823. Color Grid: Yellow 🟑
  824. 1 or more adjacent tiles must be activated
  825. Move level must be 2 or higher
  826.  
  827. πŸ’  Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
  828. Bounce: MP Refresh 1
  829. Move: Bounce Has a small chance of restoring one MP of the move used if the move is successful.
  830. Color Grid: Red πŸ”΄
  831. 1 or more adjacent tiles must be activated
  832. Move level must be 2 or higher
  833.  
  834. πŸ’  Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
  835. Bounce: Power 3
  836. Bounce: Power ↑ 3
  837. Color Grid: Green 🟒
  838. 1 or more adjacent tiles must be activated
  839. Move level must be 2 or higher
  840.  
  841. πŸ’  Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  842. Pressure Cooker 9
  843. Once per battle, reduces the user’s sync move countdown by one when in a pinch.
  844. Color Grid: Yellow 🟑
  845. 1 or more adjacent tiles must be activated
  846. Move level must be 3 or higher
  847.  
  848. πŸ’  Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
  849. Raging Rain 2
  850. Powers up moves when the weather is rainy.
  851. Color Grid: Yellow 🟑
  852. 1 or more adjacent tiles must be activated
  853. Move level must be 3 or higher
  854.  
  855. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  856. HP 10
  857. HP 10
  858. Color Grid: Blue πŸ”΅
  859. 1 or more adjacent tiles must be activated
  860.  
  861. πŸ’  Cell 39 | Cost: 7 Energy, 84 Sync Orb(s)
  862. Superior Might!: MP Refresh 2
  863. Move: Superior Might! Has a moderate chance of restoring one MP of the move used if the move is successful.
  864. Color Grid: Red πŸ”΄
  865. 1 or more adjacent tiles must be activated
  866.  
  867. πŸ’  Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  868. HP 10
  869. HP 10
  870. Color Grid: Blue πŸ”΅
  871. 1 or more adjacent tiles must be activated
  872.  
  873. πŸ’  Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
  874. Hyper Beam: Power 3
  875. Hyper Beam: Power ↑ 3
  876. Color Grid: Green 🟒
  877. 1 or more adjacent tiles must be activated
  878.  
  879. πŸ’  Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
  880. Hyper Beam: Paralysis Synergy 1
  881. Move: Hyper Beam Powers up moves when the target is paralyzed.
  882. Color Grid: Red πŸ”΄
  883. 1 or more adjacent tiles must be activated
  884. Move level must be 2 or higher
  885.  
  886. πŸ’  Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
  887. Terrify 1
  888. Lowers the Attack of all opposing sync pairs when the PokΓ©mon enters a battle.
  889. Color Grid: Yellow 🟑
  890. 1 or more adjacent tiles must be activated
  891. Move level must be 2 or higher
  892.  
  893. πŸ’  Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  894. Bounce: Hostile Environment 1
  895. Move: Bounce Raises the chance of inflicting status conditions with the additional effects of moves.
  896. Color Grid: Red πŸ”΄
  897. 1 or more adjacent tiles must be activated
  898. Move level must be 2 or higher
  899.  
  900. πŸ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  901. Refreshing Rain 1
  902. Restores the PokΓ©mon’s HP whenever it takes an action when the weather is rainy.
  903. Color Grid: Yellow 🟑
  904. 1 or more adjacent tiles must be activated
  905. Move level must be 3 or higher
  906.  
  907. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  908. Carry On 1
  909. Raises the user’s Attack each time another PokΓ©mon on the field of play faints.
  910. Color Grid: Yellow 🟑
  911. 1 or more adjacent tiles must be activated
  912. Move level must be 3 or higher
  913.  
  914. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  915. Rising Dragon Flying Impact: Power 25
  916. Rising Dragon Flying Impact: Power ↑ 25
  917. Color Grid: Purple 🟣
  918. 1 or more adjacent tiles must be activated
  919. Move level must be 3 or higher
  920.  
  921. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  922. Rising Dragon Flying Impact: Power 25
  923. Rising Dragon Flying Impact: Power ↑ 25
  924. Color Grid: Purple 🟣
  925. 1 or more adjacent tiles must be activated
  926. Move level must be 3 or higher
  927.  
  928.  
  929.  
  930. ==================================
  931. 🀝 LILLIE (NEW YEAR'S 2021) & RIBOMBEE
  932.  
  933. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  934. HP 10
  935. HP 10
  936. Color Grid: Blue πŸ”΅
  937.  
  938. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  939. Attack 5
  940. Attack 5
  941. Color Grid: Blue πŸ”΅
  942.  
  943. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  944. Defense 5
  945. Defense 5
  946. Color Grid: Blue πŸ”΅
  947.  
  948. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  949. Attack 5
  950. Attack 5
  951. Color Grid: Blue πŸ”΅
  952.  
  953. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  954. Sp. Def 5
  955. Sp. Def 5
  956. Color Grid: Blue πŸ”΅
  957.  
  958. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  959. Speed 5
  960. Speed 5
  961. Color Grid: Blue πŸ”΅
  962.  
  963. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  964. Speed 5
  965. Speed 5
  966. Color Grid: Blue πŸ”΅
  967. 1 or more adjacent tiles must be activated
  968.  
  969. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  970. Attack 5
  971. Attack 5
  972. Color Grid: Blue πŸ”΅
  973. 1 or more adjacent tiles must be activated
  974.  
  975. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  976. Defense 5
  977. Defense 5
  978. Color Grid: Blue πŸ”΅
  979. 1 or more adjacent tiles must be activated
  980.  
  981. πŸ’  Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
  982. Leech Life: Power 2
  983. Leech Life: Power ↑ 2
  984. Color Grid: Green 🟒
  985. 1 or more adjacent tiles must be activated
  986.  
  987. πŸ’  Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
  988. HP 10
  989. HP 10
  990. Color Grid: Blue πŸ”΅
  991. 1 or more adjacent tiles must be activated
  992.  
  993. πŸ’  Cell 12 | Cost: 8 Energy, 96 Sync Orb(s)
  994. Leech Life: Move Gauge Refresh 3
  995. Move: Leech Life Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  996. Color Grid: Red πŸ”΄
  997. 1 or more adjacent tiles must be activated
  998. Move level must be 2 or higher
  999.  
  1000. πŸ’  Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
  1001. Leech Life: Power 2
  1002. Leech Life: Power ↑ 2
  1003. Color Grid: Green 🟒
  1004. 1 or more adjacent tiles must be activated
  1005.  
  1006. πŸ’  Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
  1007. Leech Life: Power 2
  1008. Leech Life: Power ↑ 2
  1009. Color Grid: Green 🟒
  1010. 1 or more adjacent tiles must be activated
  1011. Move level must be 2 or higher
  1012.  
  1013. πŸ’  Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
  1014. Leech Life: Move Gauge Refresh 3
  1015. Move: Leech Life Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1016. Color Grid: Red πŸ”΄
  1017. 1 or more adjacent tiles must be activated
  1018. Move level must be 3 or higher
  1019.  
  1020. πŸ’  Cell 16 | Cost: 2 Energy, 24 Sync Orb(s)
  1021. HP 10
  1022. HP 10
  1023. Color Grid: Blue πŸ”΅
  1024. 1 or more adjacent tiles must be activated
  1025. Move level must be 2 or higher
  1026.  
  1027. πŸ’  Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
  1028. Leech Life: Master Healer 1
  1029. Move: Leech Life Increases the amount of HP restored by the user’s healing moves.
  1030. Color Grid: Red πŸ”΄
  1031. 1 or more adjacent tiles must be activated
  1032. Move level must be 3 or higher
  1033.  
  1034. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1035. Sp. Def 5
  1036. Sp. Def 5
  1037. Color Grid: Blue πŸ”΅
  1038. 1 or more adjacent tiles must be activated
  1039.  
  1040. πŸ’  Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  1041. Wide Awake
  1042. Prevents the PokΓ©mon from falling asleep.
  1043. Color Grid: Yellow 🟑
  1044. 1 or more adjacent tiles must be activated
  1045.  
  1046. πŸ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1047. Speed 5
  1048. Speed 5
  1049. Color Grid: Blue πŸ”΅
  1050. 1 or more adjacent tiles must be activated
  1051.  
  1052. πŸ’  Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  1053. Move Gauge Boost: MP Refresh 2
  1054. Move: Move Gauge Boost Has a moderate chance of restoring one MP of the move used if the move is successful.
  1055. Color Grid: Red πŸ”΄
  1056. 1 or more adjacent tiles must be activated
  1057.  
  1058. πŸ’  Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
  1059. Defense 10
  1060. Defense 10
  1061. Color Grid: Blue πŸ”΅
  1062. 1 or more adjacent tiles must be activated
  1063. Move level must be 2 or higher
  1064.  
  1065. πŸ’  Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
  1066. Fast Runner
  1067. Evasiveness cannot be lowered.
  1068. Color Grid: Yellow 🟑
  1069. 1 or more adjacent tiles must be activated
  1070. Move level must be 2 or higher
  1071.  
  1072. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1073. Sp. Def 10
  1074. Sp. Def 10
  1075. Color Grid: Blue πŸ”΅
  1076. 1 or more adjacent tiles must be activated
  1077. Move level must be 2 or higher
  1078.  
  1079. πŸ’  Cell 25 | Cost: 12 Energy, 144 Sync Orb(s)
  1080. Interference Immunity
  1081. Prevents the PokΓ©mon from flinching, becoming confused, or becoming trapped.
  1082. Color Grid: Yellow 🟑
  1083. 1 or more adjacent tiles must be activated
  1084. Move level must be 3 or higher
  1085.  
  1086. πŸ’  Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
  1087. HP 30
  1088. HP 30
  1089. Color Grid: Blue πŸ”΅
  1090. 1 or more adjacent tiles must be activated
  1091. Move level must be 3 or higher
  1092.  
  1093. πŸ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1094. Speed 5
  1095. Speed 5
  1096. Color Grid: Blue πŸ”΅
  1097. 1 or more adjacent tiles must be activated
  1098.  
  1099. πŸ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1100. Attack 5
  1101. Attack 5
  1102. Color Grid: Blue πŸ”΅
  1103. 1 or more adjacent tiles must be activated
  1104.  
  1105. πŸ’  Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
  1106. Sp. Def 5
  1107. Sp. Def 5
  1108. Color Grid: Blue πŸ”΅
  1109. 1 or more adjacent tiles must be activated
  1110.  
  1111. πŸ’  Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
  1112. Leech Life: Power 2
  1113. Leech Life: Power ↑ 2
  1114. Color Grid: Green 🟒
  1115. 1 or more adjacent tiles must be activated
  1116.  
  1117. πŸ’  Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
  1118. Alola Lang Syne!: MP Refresh 2
  1119. Move: Alola Lang Syne! Has a moderate chance of restoring one MP of the move used if the move is successful.
  1120. Color Grid: Red πŸ”΄
  1121. 1 or more adjacent tiles must be activated
  1122.  
  1123. πŸ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  1124. Speed 10
  1125. Speed 10
  1126. Color Grid: Blue πŸ”΅
  1127. 1 or more adjacent tiles must be activated
  1128. Move level must be 2 or higher
  1129.  
  1130. πŸ’  Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
  1131. Leech Life: Power 2
  1132. Leech Life: Power ↑ 2
  1133. Color Grid: Green 🟒
  1134. 1 or more adjacent tiles must be activated
  1135.  
  1136. πŸ’  Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
  1137. Leech Life: Power 2
  1138. Leech Life: Power ↑ 2
  1139. Color Grid: Green 🟒
  1140. 1 or more adjacent tiles must be activated
  1141. Move level must be 2 or higher
  1142.  
  1143. πŸ’  Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1144. Ridicure 1
  1145. Has a small chance of restoring the user’s HP when an opponent’s attack move targeting the user misses.
  1146. Color Grid: Yellow 🟑
  1147. 1 or more adjacent tiles must be activated
  1148. Move level must be 3 or higher
  1149.  
  1150. πŸ’  Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
  1151. Slippery Slope 9
  1152. Raises the user’s evasiveness when an opponent’s attack move targeting the user misses.
  1153. Color Grid: Yellow 🟑
  1154. 1 or more adjacent tiles must be activated
  1155. Move level must be 2 or higher
  1156.  
  1157. πŸ’  Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
  1158. Attack 20
  1159. Attack 20
  1160. Color Grid: Blue πŸ”΅
  1161. 1 or more adjacent tiles must be activated
  1162. Move level must be 3 or higher
  1163.  
  1164. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1165. Defense 5
  1166. Defense 5
  1167. Color Grid: Blue πŸ”΅
  1168. 1 or more adjacent tiles must be activated
  1169.  
  1170. πŸ’  Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
  1171. Speed 5
  1172. Speed 5
  1173. Color Grid: Blue πŸ”΅
  1174. 1 or more adjacent tiles must be activated
  1175.  
  1176. πŸ’  Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
  1177. Defense 5
  1178. Defense 5
  1179. Color Grid: Blue πŸ”΅
  1180. 1 or more adjacent tiles must be activated
  1181.  
  1182. πŸ’  Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
  1183. Dire Hit All +: MP Refresh 2
  1184. Move: Dire Hit All + Has a moderate chance of restoring one MP of the move used if the move is successful.
  1185. Color Grid: Red πŸ”΄
  1186. 1 or more adjacent tiles must be activated
  1187.  
  1188. πŸ’  Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
  1189. Sp. Def 5
  1190. Sp. Def 5
  1191. Color Grid: Blue πŸ”΅
  1192. 1 or more adjacent tiles must be activated
  1193. Move level must be 2 or higher
  1194.  
  1195. πŸ’  Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
  1196. Toughen Up 3
  1197. Has a moderately good chance of raising the user’s Defense when the user is hit by an attack move.
  1198. Color Grid: Yellow 🟑
  1199. 1 or more adjacent tiles must be activated
  1200. Move level must be 2 or higher
  1201.  
  1202. πŸ’  Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
  1203. Speed 20
  1204. Speed 20
  1205. Color Grid: Blue πŸ”΅
  1206. 1 or more adjacent tiles must be activated
  1207. Move level must be 2 or higher
  1208.  
  1209. πŸ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1210. Fail Forward 1
  1211. Charges the user’s move gauge by one when an opponent’s attack move targeting the user misses.
  1212. Color Grid: Yellow 🟑
  1213. 1 or more adjacent tiles must be activated
  1214. Move level must be 3 or higher
  1215.  
  1216. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1217. Endurance
  1218. If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
  1219. Color Grid: Yellow 🟑
  1220. 1 or more adjacent tiles must be activated
  1221. Move level must be 3 or higher
  1222.  
  1223. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1224. Bee-autiful Bug Impact: Power 25
  1225. Bee-autiful Bug Impact: Power ↑ 25
  1226. Color Grid: Purple 🟣
  1227. 1 or more adjacent tiles must be activated
  1228. Move level must be 3 or higher
  1229.  
  1230. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1231. Bee-autiful Bug Impact: Power 25
  1232. Bee-autiful Bug Impact: Power ↑ 25
  1233. Color Grid: Purple 🟣
  1234. 1 or more adjacent tiles must be activated
  1235. Move level must be 3 or higher
  1236.  
  1237.  
  1238.  
  1239. ==================================
  1240. 🀝 MALLOW & TSAREENA
  1241.  
  1242. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1243. HP 10
  1244. HP 10
  1245. Color Grid: Blue πŸ”΅
  1246.  
  1247. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1248. Attack 5
  1249. Attack 5
  1250. Color Grid: Blue πŸ”΅
  1251.  
  1252. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1253. Defense 5
  1254. Defense 5
  1255. Color Grid: Blue πŸ”΅
  1256.  
  1257. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1258. Attack 5
  1259. Attack 5
  1260. Color Grid: Blue πŸ”΅
  1261.  
  1262. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1263. Sp. Def 5
  1264. Sp. Def 5
  1265. Color Grid: Blue πŸ”΅
  1266.  
  1267. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1268. Speed 5
  1269. Speed 5
  1270. Color Grid: Blue πŸ”΅
  1271.  
  1272. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1273. Attack 5
  1274. Attack 5
  1275. Color Grid: Blue πŸ”΅
  1276. 1 or more adjacent tiles must be activated
  1277.  
  1278. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1279. Defense 5
  1280. Defense 5
  1281. Color Grid: Blue πŸ”΅
  1282. 1 or more adjacent tiles must be activated
  1283.  
  1284. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1285. Speed 5
  1286. Speed 5
  1287. Color Grid: Blue πŸ”΅
  1288. 1 or more adjacent tiles must be activated
  1289.  
  1290. πŸ’  Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1291. Power Whip: Power 3
  1292. Power Whip: Power ↑ 3
  1293. Color Grid: Green 🟒
  1294. 1 or more adjacent tiles must be activated
  1295.  
  1296. πŸ’  Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1297. Power Whip: Move Gauge Refresh 3
  1298. Move: Power Whip Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1299. Color Grid: Red πŸ”΄
  1300. 1 or more adjacent tiles must be activated
  1301.  
  1302. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1303. Power Whip: Power 3
  1304. Power Whip: Power ↑ 3
  1305. Color Grid: Green 🟒
  1306. 1 or more adjacent tiles must be activated
  1307. Move level must be 2 or higher
  1308.  
  1309. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1310. Power Whip: Power 3
  1311. Power Whip: Power ↑ 3
  1312. Color Grid: Green 🟒
  1313. 1 or more adjacent tiles must be activated
  1314.  
  1315. πŸ’  Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
  1316. Power Whip: Accuracy 5
  1317. Power Whip: Accuracy ↑ 5
  1318. Color Grid: Green 🟒
  1319. 1 or more adjacent tiles must be activated
  1320. Move level must be 2 or higher
  1321.  
  1322. πŸ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1323. HP 30
  1324. HP 30
  1325. Color Grid: Blue πŸ”΅
  1326. 1 or more adjacent tiles must be activated
  1327. Move level must be 3 or higher
  1328.  
  1329. πŸ’  Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  1330. Solar Flare 5
  1331. Powers up sync moves when the weather is sunny.
  1332. Color Grid: Yellow 🟑
  1333. 1 or more adjacent tiles must be activated
  1334. Move level must be 2 or higher
  1335.  
  1336. πŸ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1337. Critical Strike 1
  1338. Powers up attacks if they become critical hits.
  1339. Color Grid: Yellow 🟑
  1340. 1 or more adjacent tiles must be activated
  1341. Move level must be 3 or higher
  1342.  
  1343. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1344. Attack 5
  1345. Attack 5
  1346. Color Grid: Blue πŸ”΅
  1347. 1 or more adjacent tiles must be activated
  1348.  
  1349. πŸ’  Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
  1350. Wide Awake
  1351. Prevents the PokΓ©mon from falling asleep.
  1352. Color Grid: Yellow 🟑
  1353. 1 or more adjacent tiles must be activated
  1354.  
  1355. πŸ’  Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
  1356. Defense 5
  1357. Defense 5
  1358. Color Grid: Blue πŸ”΅
  1359. 1 or more adjacent tiles must be activated
  1360.  
  1361. πŸ’  Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
  1362. Teeter Dance: Move Gauge Refresh 3
  1363. Move: Teeter Dance Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1364. Color Grid: Red πŸ”΄
  1365. 1 or more adjacent tiles must be activated
  1366. Move level must be 2 or higher
  1367.  
  1368. πŸ’  Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1369. Trop Kick: Power 4
  1370. Trop Kick: Power ↑ 4
  1371. Color Grid: Green 🟒
  1372. 1 or more adjacent tiles must be activated
  1373.  
  1374. πŸ’  Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1375. Trop Kick: Power 4
  1376. Trop Kick: Power ↑ 4
  1377. Color Grid: Green 🟒
  1378. 1 or more adjacent tiles must be activated
  1379. Move level must be 2 or higher
  1380.  
  1381. πŸ’  Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
  1382. Speed 10
  1383. Speed 10
  1384. Color Grid: Blue πŸ”΅
  1385. 1 or more adjacent tiles must be activated
  1386. Move level must be 2 or higher
  1387.  
  1388. πŸ’  Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1389. Teeter Dance: Move Gauge Refresh 3
  1390. Move: Teeter Dance Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1391. Color Grid: Red πŸ”΄
  1392. 1 or more adjacent tiles must be activated
  1393. Move level must be 3 or higher
  1394.  
  1395. πŸ’  Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1396. Stop Hitting Yourself 5
  1397. Raises the chance that an opponent will attack themselves due to being confused.
  1398. Color Grid: Yellow 🟑
  1399. 1 or more adjacent tiles must be activated
  1400. Move level must be 3 or higher
  1401.  
  1402. πŸ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1403. Sp. Def 5
  1404. Sp. Def 5
  1405. Color Grid: Blue πŸ”΅
  1406. 1 or more adjacent tiles must be activated
  1407.  
  1408. πŸ’  Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
  1409. Speed 5
  1410. Speed 5
  1411. Color Grid: Blue πŸ”΅
  1412. 1 or more adjacent tiles must be activated
  1413.  
  1414. πŸ’  Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  1415. Mallow Special!: MP Refresh 2
  1416. Move: Mallow Special! Has a moderate chance of restoring one MP of the move used if the move is successful.
  1417. Color Grid: Red πŸ”΄
  1418. 1 or more adjacent tiles must be activated
  1419.  
  1420. πŸ’  Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
  1421. Power Whip: Accuracy 5
  1422. Power Whip: Accuracy ↑ 5
  1423. Color Grid: Green 🟒
  1424. 1 or more adjacent tiles must be activated
  1425.  
  1426. πŸ’  Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
  1427. Speeding Sun 3
  1428. Quickly charges the move gauge when the weather is sunny.
  1429. Color Grid: Yellow 🟑
  1430. 1 or more adjacent tiles must be activated
  1431. Move level must be 2 or higher
  1432.  
  1433. πŸ’  Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
  1434. Power Whip: Power 3
  1435. Power Whip: Power ↑ 3
  1436. Color Grid: Green 🟒
  1437. 1 or more adjacent tiles must be activated
  1438. Move level must be 2 or higher
  1439.  
  1440. πŸ’  Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
  1441. Speed 20
  1442. Speed 20
  1443. Color Grid: Blue πŸ”΅
  1444. 1 or more adjacent tiles must be activated
  1445. Move level must be 3 or higher
  1446.  
  1447. πŸ’  Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  1448. HP 20
  1449. HP 20
  1450. Color Grid: Blue πŸ”΅
  1451. 1 or more adjacent tiles must be activated
  1452. Move level must be 2 or higher
  1453.  
  1454. πŸ’  Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1455. Charging Sun 3
  1456. Powers up moves when the weather is sunny.
  1457. Color Grid: Yellow 🟑
  1458. 1 or more adjacent tiles must be activated
  1459. Move level must be 3 or higher
  1460.  
  1461. πŸ’  Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1462. Sp. Def 5
  1463. Sp. Def 5
  1464. Color Grid: Blue πŸ”΅
  1465. 1 or more adjacent tiles must be activated
  1466.  
  1467. πŸ’  Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1468. Sp. Def 5
  1469. Sp. Def 5
  1470. Color Grid: Blue πŸ”΅
  1471. 1 or more adjacent tiles must be activated
  1472.  
  1473. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1474. Attack 5
  1475. Attack 5
  1476. Color Grid: Blue πŸ”΅
  1477. 1 or more adjacent tiles must be activated
  1478.  
  1479. πŸ’  Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  1480. Trop Kick: Power 4
  1481. Trop Kick: Power ↑ 4
  1482. Color Grid: Green 🟒
  1483. 1 or more adjacent tiles must be activated
  1484.  
  1485. πŸ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1486. Trop Kick: Move Gauge Refresh 3
  1487. Move: Trop Kick Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1488. Color Grid: Red πŸ”΄
  1489. 1 or more adjacent tiles must be activated
  1490.  
  1491. πŸ’  Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1492. Trop Kick: Power 4
  1493. Trop Kick: Power ↑ 4
  1494. Color Grid: Green 🟒
  1495. 1 or more adjacent tiles must be activated
  1496.  
  1497. πŸ’  Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
  1498. Trop Kick: Power 4
  1499. Trop Kick: Power ↑ 4
  1500. Color Grid: Green 🟒
  1501. 1 or more adjacent tiles must be activated
  1502. Move level must be 2 or higher
  1503.  
  1504. πŸ’  Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  1505. Trop Kick: Power 4
  1506. Trop Kick: Power ↑ 4
  1507. Color Grid: Green 🟒
  1508. 1 or more adjacent tiles must be activated
  1509. Move level must be 2 or higher
  1510.  
  1511. πŸ’  Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
  1512. Pecking Order
  1513. The more the target’s Attack is lowered, the more it powers up sync moves.
  1514. Color Grid: Yellow 🟑
  1515. 1 or more adjacent tiles must be activated
  1516. Move level must be 2 or higher
  1517.  
  1518. πŸ’  Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
  1519. Trop Kick: Power Posture
  1520. Move: Trop Kick The more the target’s Attack has been lowered, the more it powers up moves.
  1521. Color Grid: Red πŸ”΄
  1522. 1 or more adjacent tiles must be activated
  1523. Move level must be 3 or higher
  1524.  
  1525. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1526. Trop Kick: Overwhelm 9
  1527. Move: Trop Kick Lowers the target’s Attack when an attack is successful.
  1528. Color Grid: Red πŸ”΄
  1529. 1 or more adjacent tiles must be activated
  1530. Move level must be 3 or higher
  1531.  
  1532. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1533. Bold-Flavored Bloom Doom: Power 25
  1534. Bold-Flavored Bloom Doom: Power ↑ 25
  1535. Color Grid: Purple 🟣
  1536. 1 or more adjacent tiles must be activated
  1537. Move level must be 3 or higher
  1538.  
  1539. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1540. Bold-Flavored Bloom Doom: Power 25
  1541. Bold-Flavored Bloom Doom: Power ↑ 25
  1542. Color Grid: Purple 🟣
  1543. 1 or more adjacent tiles must be activated
  1544. Move level must be 3 or higher
  1545.  
  1546.  
  1547. ==================================
  1548. 🀝 MAY & MUDKIP/MARSHTOMP/SWAMPERT/MEGA SWAMPERT
  1549.  
  1550. πŸ’  Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
  1551. HP 10
  1552. HP 10
  1553. Color Grid: Blue πŸ”΅
  1554.  
  1555. πŸ’  Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
  1556. Sp. Atk 5
  1557. Sp. Atk 5
  1558. Color Grid: Blue πŸ”΅
  1559.  
  1560. πŸ’  Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
  1561. Defense 5
  1562. Defense 5
  1563. Color Grid: Blue πŸ”΅
  1564.  
  1565. πŸ’  Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
  1566. Sp. Atk 5
  1567. Sp. Atk 5
  1568. Color Grid: Blue πŸ”΅
  1569.  
  1570. πŸ’  Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
  1571. Sp. Def 5
  1572. Sp. Def 5
  1573. Color Grid: Blue πŸ”΅
  1574.  
  1575. πŸ’  Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
  1576. Speed 5
  1577. Speed 5
  1578. Color Grid: Blue πŸ”΅
  1579.  
  1580. πŸ’  Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
  1581. Speed 5
  1582. Speed 5
  1583. Color Grid: Blue πŸ”΅
  1584. 1 or more adjacent tiles must be activated
  1585.  
  1586. πŸ’  Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
  1587. Sp. Atk 5
  1588. Sp. Atk 5
  1589. Color Grid: Blue πŸ”΅
  1590. 1 or more adjacent tiles must be activated
  1591.  
  1592. πŸ’  Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
  1593. Sp. Def 5
  1594. Sp. Def 5
  1595. Color Grid: Blue πŸ”΅
  1596. 1 or more adjacent tiles must be activated
  1597.  
  1598. πŸ’  Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
  1599. Muddy Water: Power 3
  1600. Muddy Water: Power ↑ 3
  1601. Color Grid: Green 🟒
  1602. 1 or more adjacent tiles must be activated
  1603.  
  1604. πŸ’  Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
  1605. Muddy Water: Move Gauge Refresh 3
  1606. Move: Muddy Water Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1607. Color Grid: Red πŸ”΄
  1608. 1 or more adjacent tiles must be activated
  1609.  
  1610. πŸ’  Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
  1611. Muddy Water: Power 3
  1612. Muddy Water: Power ↑ 3
  1613. Color Grid: Green 🟒
  1614. 1 or more adjacent tiles must be activated
  1615. Move level must be 2 or higher
  1616.  
  1617. πŸ’  Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
  1618. Muddy Water: Power 3
  1619. Muddy Water: Power ↑ 3
  1620. Color Grid: Green 🟒
  1621. 1 or more adjacent tiles must be activated
  1622.  
  1623. πŸ’  Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
  1624. Muddy Water: Accuracy 5
  1625. Muddy Water: Accuracy ↑ 5
  1626. Color Grid: Green 🟒
  1627. 1 or more adjacent tiles must be activated
  1628. Move level must be 2 or higher
  1629.  
  1630. πŸ’  Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
  1631. Speed 20
  1632. Speed 20
  1633. Color Grid: Blue πŸ”΅
  1634. 1 or more adjacent tiles must be activated
  1635. Move level must be 3 or higher
  1636.  
  1637. πŸ’  Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
  1638. Dire Rain 1
  1639. Critical hits land more easily when an attack move is used while the weather is rainy.
  1640. Color Grid: Yellow 🟑
  1641. 1 or more adjacent tiles must be activated
  1642. Move level must be 2 or higher
  1643.  
  1644. πŸ’  Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
  1645. Power Reserves 4
  1646. Powers up moves in a pinch.
  1647. Color Grid: Yellow 🟑
  1648. 1 or more adjacent tiles must be activated
  1649. Move level must be 3 or higher
  1650.  
  1651. πŸ’  Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
  1652. Sp. Atk 5
  1653. Sp. Atk 5
  1654. Color Grid: Blue πŸ”΅
  1655. 1 or more adjacent tiles must be activated
  1656.  
  1657. πŸ’  Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
  1658. Earth Power: Power 2
  1659. Earth Power: Power ↑ 2
  1660. Color Grid: Green 🟒
  1661. 1 or more adjacent tiles must be activated
  1662.  
  1663. πŸ’  Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
  1664. Ready for This?: MP Refresh 2
  1665. Move: Ready for This? Has a moderate chance of restoring one MP of the move used if the move is successful.
  1666. Color Grid: Red πŸ”΄
  1667. 1 or more adjacent tiles must be activated
  1668.  
  1669. πŸ’  Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
  1670. Speed 10
  1671. Speed 10
  1672. Color Grid: Blue πŸ”΅
  1673. 1 or more adjacent tiles must be activated
  1674. Move level must be 2 or higher
  1675.  
  1676. πŸ’  Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
  1677. Earth Power: Power 2
  1678. Earth Power: Power ↑ 2
  1679. Color Grid: Green 🟒
  1680. 1 or more adjacent tiles must be activated
  1681.  
  1682. πŸ’  Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
  1683. Earth Power: Power 2
  1684. Earth Power: Power ↑ 2
  1685. Color Grid: Green 🟒
  1686. 1 or more adjacent tiles must be activated
  1687. Move level must be 2 or higher
  1688.  
  1689. πŸ’  Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
  1690. Hide and Sync
  1691. The more the target’s accuracy has been lowered, the more it powers up sync moves.
  1692. Color Grid: Yellow 🟑
  1693. 1 or more adjacent tiles must be activated
  1694. Move level must be 2 or higher
  1695.  
  1696. πŸ’  Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
  1697. Defense 20
  1698. Defense 20
  1699. Color Grid: Blue πŸ”΅
  1700. 1 or more adjacent tiles must be activated
  1701. Move level must be 3 or higher
  1702.  
  1703. πŸ’  Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
  1704. On a Roll 1
  1705. Raises the chance of lowering stat values with the additional effects of moves.
  1706. Color Grid: Yellow 🟑
  1707. 1 or more adjacent tiles must be activated
  1708. Move level must be 3 or higher
  1709.  
  1710. πŸ’  Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
  1711. Sp. Def 5
  1712. Sp. Def 5
  1713. Color Grid: Blue πŸ”΅
  1714. 1 or more adjacent tiles must be activated
  1715.  
  1716. πŸ’  Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
  1717. Muddy Water: Power 3
  1718. Muddy Water: Power ↑ 3
  1719. Color Grid: Green 🟒
  1720. 1 or more adjacent tiles must be activated
  1721.  
  1722. πŸ’  Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
  1723. Rain Dance: Move Gauge Refresh 4
  1724. Move: Rain Dance Has a good chance of charging the user’s move gauge by one when a move is successful.
  1725. Color Grid: Red πŸ”΄
  1726. 1 or more adjacent tiles must be activated
  1727.  
  1728. πŸ’  Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
  1729. Muddy Water: Accuracy 5
  1730. Muddy Water: Accuracy ↑ 5
  1731. Color Grid: Green 🟒
  1732. 1 or more adjacent tiles must be activated
  1733.  
  1734. πŸ’  Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
  1735. Muddy Water: Power 3
  1736. Muddy Water: Power ↑ 3
  1737. Color Grid: Green 🟒
  1738. 1 or more adjacent tiles must be activated
  1739. Move level must be 2 or higher
  1740.  
  1741. πŸ’  Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
  1742. Rain Dance: MP Refresh 2
  1743. Move: Rain Dance Has a moderate chance of restoring one MP of the move used if the move is successful.
  1744. Color Grid: Red πŸ”΄
  1745. 1 or more adjacent tiles must be activated
  1746. Move level must be 2 or higher
  1747.  
  1748. πŸ’  Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
  1749. Inclement Intellect 6
  1750. Has a great chance of raising the user’s Sp. Atk when the weather is rainy and an attack is successful.
  1751. Color Grid: Yellow 🟑
  1752. 1 or more adjacent tiles must be activated
  1753. Move level must be 3 or higher
  1754.  
  1755. πŸ’  Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
  1756. Sp. Def 10
  1757. Sp. Def 10
  1758. Color Grid: Blue πŸ”΅
  1759. 1 or more adjacent tiles must be activated
  1760. Move level must be 2 or higher
  1761.  
  1762. πŸ’  Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
  1763. Refreshing Rain 1
  1764. Restores the PokΓ©mon’s HP whenever it takes an action when the weather is rainy.
  1765. Color Grid: Yellow 🟑
  1766. 1 or more adjacent tiles must be activated
  1767. Move level must be 3 or higher
  1768.  
  1769. πŸ’  Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
  1770. HP 10
  1771. HP 10
  1772. Color Grid: Blue πŸ”΅
  1773. 1 or more adjacent tiles must be activated
  1774.  
  1775. πŸ’  Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
  1776. Defense 5
  1777. Defense 5
  1778. Color Grid: Blue πŸ”΅
  1779. 1 or more adjacent tiles must be activated
  1780.  
  1781. πŸ’  Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
  1782. Sp. Def 5
  1783. Sp. Def 5
  1784. Color Grid: Blue πŸ”΅
  1785. 1 or more adjacent tiles must be activated
  1786.  
  1787. πŸ’  Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
  1788. Earth Power: Power 2
  1789. Earth Power: Power ↑ 2
  1790. Color Grid: Green 🟒
  1791. 1 or more adjacent tiles must be activated
  1792.  
  1793. πŸ’  Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
  1794. Earth Power: Move Gauge Refresh 3
  1795. Move: Earth Power Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
  1796. Color Grid: Red πŸ”΄
  1797. 1 or more adjacent tiles must be activated
  1798.  
  1799. πŸ’  Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
  1800. Earth Power: Power 2
  1801. Earth Power: Power ↑ 2
  1802. Color Grid: Green 🟒
  1803. 1 or more adjacent tiles must be activated
  1804.  
  1805. πŸ’  Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
  1806. Sand Shelter
  1807. Protects the PokΓ©mon from damage from a sandstorm.
  1808. Color Grid: Yellow 🟑
  1809. 1 or more adjacent tiles must be activated
  1810. Move level must be 2 or higher
  1811.  
  1812. πŸ’  Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
  1813. Earth Power: Power 2
  1814. Earth Power: Power ↑ 2
  1815. Color Grid: Green 🟒
  1816. 1 or more adjacent tiles must be activated
  1817. Move level must be 2 or higher
  1818.  
  1819. πŸ’  Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
  1820. Sp. Atk 10
  1821. Sp. Atk 10
  1822. Color Grid: Blue πŸ”΅
  1823. 1 or more adjacent tiles must be activated
  1824. Move level must be 2 or higher
  1825.  
  1826. πŸ’  Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
  1827. HP 30
  1828. HP 30
  1829. Color Grid: Blue πŸ”΅
  1830. 1 or more adjacent tiles must be activated
  1831. Move level must be 3 or higher
  1832.  
  1833. πŸ’  Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
  1834. Earth Power: Surging Sand 5
  1835. Move: Earth Power Powers up moves in a sandstorm.
  1836. Color Grid: Red πŸ”΄
  1837. 1 or more adjacent tiles must be activated
  1838. Move level must be 3 or higher
  1839.  
  1840. πŸ’  Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
  1841. Best Buddy Muddy Water: Power 25
  1842. Best Buddy Muddy Water: Power ↑ 25
  1843. Color Grid: Purple 🟣
  1844. 1 or more adjacent tiles must be activated
  1845. Move level must be 3 or higher
  1846.  
  1847. πŸ’  Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
  1848. Best Buddy Muddy Water: Power 25
  1849. Best Buddy Muddy Water: Power ↑ 25
  1850. Color Grid: Purple 🟣
  1851. 1 or more adjacent tiles must be activated
  1852. Move level must be 3 or higher
  1853.  
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